Counter Strike : Global Offensive Source Code
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//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
//
// A class representing a world node
//
//=============================================================================
#ifndef DMEWORLDLIGHTS_H
#define DMEWORLDLIGHTS_H
#ifdef COMPILER_MSVC
#pragma once
#endif
#include "datamodel/dmelement.h"
//-----------------------------------------------------------------------------
// Light types
//-----------------------------------------------------------------------------
class CDmeWorldPointLight : public CDmElement { DEFINE_ELEMENT( CDmeWorldPointLight, CDmElement );
public: CDmaString m_lightName; CDmaVar< Vector > m_vOrigin; CDmaVar< Vector > m_vColor; CDmaVar< float > m_flRadius; CDmaVar< Vector > m_vAttenuation; };
class CDmeWorldHemiLight : public CDmElement { DEFINE_ELEMENT( CDmeWorldHemiLight, CDmElement );
public: CDmaString m_lightName; CDmaVar< Vector4D > m_vTransform0; // Direction is z column
CDmaVar< Vector4D > m_vTransform1; // Direction is z column
CDmaVar< Vector4D > m_vTransform2; // Direction is z column
CDmaVar< Vector > m_vColor; CDmaVar< float > m_flRadius; CDmaVar< Vector > m_vAttenuation; };
class CDmeWorldSpotLight : public CDmElement { DEFINE_ELEMENT( CDmeWorldSpotLight, CDmElement );
public: CDmaString m_lightName; CDmaVar< Vector4D > m_vTransform0; // Direction is z column
CDmaVar< Vector4D > m_vTransform1; // Direction is z column
CDmaVar< Vector4D > m_vTransform2; // Direction is z column
CDmaVar< Vector > m_vColor; CDmaVar< float > m_flRadius; CDmaVar< Vector > m_vAttenuation; CDmaVar< float > m_flCosSpot; };
#endif // DMEWORLDLIGHTS_H
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